休閒「心流」的產生,其實就是一種系統動態決策的概念。因人是有限理性,在休閒行為上無法一次性判斷,必須藉由不斷的資訊反饋進行修正,讓挑戰、技巧能落在「心流」區域。所以,資訊的反饋在休閒「心流」中扮演著重要的因素,負反饋,代表滿意度>個人預設最佳化目標,挑戰與技巧是落在「心流」區域;正反饋,代表滿意度<個人預設最佳化目標,挑戰與技巧是落在非「心流」區域。因此,資訊的反饋值決定了是否「心流」的感覺,而最佳化目標值更決定了反饋值的大、小。本文主要是以系統動態決策的概念,分析休閒行為中的「心流」,同時以數學集合符號解析休閒、「心流」兩者的差異。
The generation of "flow", is only a system of dynamic decision-making concept. Because humans are bounded rationality, can't judge things at once in leisure activities, and must be corrected by informational feedbacks so that challenges and skills can fall in the "flow" area. Therefore, the informational feedbacks play really important roles in the "flow". Negative feedbacks, represents that the percentage of satisfaction is bigger than personal preset optimization goals, challenges and skills fall in the "flow" area; positive feedback, represents that the percentage of personal preset optimization goals is bigger than satisfaction, challenges and skills fall in the non "flow "area. Therefore, the value of an informational feedback decided the feelings of "flow" and optimized value of a target decides the value of informational feedbacks. This article is mainly analyzing about "flows" in the leisure behavior, and the difference between leisure and heart flow with the mathematical collection symbol.